More and more young Europeans are choosing to work in the in the Cultural and Creative Industries (CCI) and are facing problems such as the ubiquity of project-based employment, and the lack of permanent contracts and part-time employment. In addition, these individuals need to have – due to the specificities of the cultural and creative sector – a wide range of digital, traditional, general, and specialized skills. This makes it all the more important to make young people aware of the importance of developing their entrepreneurial skills and offering them guidance on their creative ideas. To achieve this, it is important to prioritize attractive, innovative, and inclusive training methods known to appeal to this target group, such as gamification.
Gamification is the process of applying game mechanics to non-gaming environments to create gaming experiences. It is recognized as a good method for increasing engagement and motivation. Escape Rooms (ERs) can be considered an ideal form of gamification in training, allowing for endless possibilities of topics and domains that can be treated through the puzzles offered in the game.
If you would like to find out more about the project partners, please visit the PARTNERS sub-page, which contains brief business cards.
Activity 2: Nine ER scenarios on entrepreneurship in the cultural and creative sector to present important entrepreneurial concepts to the participants and support them in practicing the concepts learned.
Activity 3: White paper with recommendations on how to use the materials created by the project and aspects to consider for trainers who want to create their own ER.
Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.